Battle moves

Moves change how attacks behave in real battles. Effects can include shields, heals, DOT, control, execute bonuses, recoil, and situational scaling.

This page explains the real battle effects only.

Battle mechanics (quick guide)

  • Shield is a temporary absorb buffer that reduces incoming damage before HP.
  • DOT effects deal damage over time across later cycles.
  • Weaken reduces damage from the next hit into that target.
  • Execute effects hit harder when the target is already low HP.
  • Some moves gain bonuses from context (recent damage, KOs, or battle length).
  • Cards use two moves and choose between them situationally during battle.

Follow Through

Min rarity: CommonRisk: low

Low-power follow-up action tuned as a budget-friendly second move.

Battle effect: No extra effects. Uses your normal Attack value.

Echo Step

Min rarity: CommonRisk: low

Alternate low-power common follow-up so tight-budget cards can still equip two moves.

Battle effect: No extra effects. Uses your normal Attack value.

Tactical Follow-up

Min rarity: RareRisk: low

Conservative second move for rare cards when budget headroom is tight.

Battle effect: No extra effects. Uses your normal Attack value.

Legend Echo

Min rarity: LegendaryRisk: low

Controlled legendary secondary option with low incremental power.

Battle effect: No extra effects. Uses your normal Attack value.

Basic Strike

Min rarity: CommonRisk: low

Deal your Attack as damage to one foe — baseline, no opener spike.

Battle effect: No extra effects. Uses your normal Attack value.

Opening Pressure

Min rarity: RareRisk: medium

Extra damage the first time you act this battle; favors tempo reads.

Battle effect: First attack gets +2 Attack.

Heavy Opening

Min rarity: RareRisk: medium

Strong first swing then steady damage — spike windows, not infinite scaling.

Battle effect: First attack gets +3 Attack.

Steady

Min rarity: CommonRisk: low

Consistent damage every activation — simple and predictable.

Battle effect: No extra effects. Uses your normal Attack value.

Tempo Tap

Min rarity: CommonRisk: low

A quick first-beat edge — small opener spike without paying rare-tier move tax.

Battle effect: First attack gets +1 Attack.

Zigzag

Min rarity: CommonRisk: low

Odd angles and swingy timing — a modest first-activation surprise.

Battle effect: First attack gets +1 Attack.

Light Feint

Min rarity: CommonRisk: low

Minimal commitment — a tiny first-beat edge without paying up for tempo tools.

Battle effect: First attack gets +1 Attack.

Spotlight Open

Min rarity: RareRisk: medium

Big-stage first swing — bonus damage once; favors cinematic payoff reads.

Battle effect: First attack gets +2 Attack.

Pulse Lane

Min rarity: RareRisk: medium

Snap initiative — extra bite on the first activation; tuned for urgency.

Battle effect: First attack gets +2 Attack.

Gamer Blitz

Min rarity: RareRisk: medium

Fast-hand opener spike — competitive tempo without leaving slice-1 bounds.

Battle effect: First attack gets +2 Attack.

Legend Surge

Min rarity: LegendaryRisk: medium

Signature swing — strong first-activation damage; still single-target and capped.

Battle effect: First attack gets +3 Attack.

Legend Root

Min rarity: LegendaryRisk: low

Anchored damage — a steady first beat plus reliable fundamentals; no ramp tricks.

Battle effect: First attack gets +2 Attack.

Quiet Guard

Min rarity: CommonRisk: low

Quiet, even damage — protect-and-brace fantasy without new mechanics.

Battle effect: No extra effects. Uses your normal Attack value.

Valor Tap

Min rarity: CommonRisk: low

Small first-beat flourish — readable spike for rescue/carry fantasy.

Battle effect: First attack gets +1 Attack.

Heroic Rally

Min rarity: RareRisk: medium

Rallying opener — one strong first activation, then fundamentals (no ally targeting).

Battle effect: First attack gets +2 Attack.

Mythic Glyph

Min rarity: CommonRisk: low

Inscribed first beat — small opener spike tuned for rare spectacle pacing.

Battle effect: First attack gets +1 Attack.

Flare Crash

Min rarity: CommonRisk: medium

A loud upfront burst with a little burnback.

Battle effect: First attack gets +2 Attack. Deals 1 damage to yourself after attacking.

Salt the Wound

Min rarity: CommonRisk: low

A lingering irritant — damage ticks each cycle.

Battle effect: No direct damage bonus. Applies damage over time for the next few cycles.

Ember Lace

Min rarity: CommonRisk: low

DOT-first kit — pays over time.

Battle effect: No direct damage bonus. Applies damage over time for the next few cycles.

Patch Up

Min rarity: CommonRisk: low

Trade tempo for recovery.

Battle effect: Each hit has 1 less Attack. Heals about 6% max HP after attacking.

Glass Guard

Min rarity: CommonRisk: low

Brace — absorb the next chip cleanly.

Battle effect: No direct damage bonus. Gain 3 Shield. Shield absorbs incoming damage before HP.

Knee Jerk

Min rarity: RareRisk: medium

Sometimes steals initiative — unreliable.

Battle effect: Adds +1 Attack to each hit. Has a 18% chance to briefly stun.

Crimson Finisher

Min rarity: RareRisk: medium

Punishes a wobbly foe.

Battle effect: Adds +1 Attack to each hit. Deals bonus damage to low-HP targets.

Payback Line

Min rarity: CommonRisk: medium

Answers getting chipped.

Battle effect: No direct damage bonus. Hits harder if you were hurt in the previous cycle.

Snowball Rush

Min rarity: CommonRisk: low

Gets meaner as you take names.

Battle effect: No direct damage bonus. Gets stronger after KOs.

Wild Side

Min rarity: CommonRisk: high

Coin-flip energy — capped highs and lows.

Battle effect: No direct damage bonus. Random bonus effects with capped outcomes.

Overload Gambit

Min rarity: RareRisk: high

Huge spike — if you can pay for it.

Battle effect: First attack gets +4 Attack. Deals 3 damage to yourself after attacking.

Grind Awakening

Min rarity: CommonRisk: low

Measured escalation — no infinite ramp.

Battle effect: No direct damage bonus. Gains power as the battle continues.

Tempo Skip

Min rarity: RareRisk: medium

Low damage control lane.

Battle effect: No direct damage bonus. Has a 26% chance to briefly stun.

Ritual Burn

Min rarity: RareRisk: medium

Serious DOT fantasy — rare pacing.

Battle effect: No direct damage bonus. Applies damage over time for the next few cycles.

Fortress Rose

Min rarity: RareRisk: low

Protective kit — trades damage for shield.

Battle effect: Each hit has 1 less Attack. Gain 6 Shield. Shield absorbs incoming damage before HP.

Last Act

Min rarity: LegendaryRisk: high

Legendary execute fantasy — still threshold-gated.

Battle effect: Adds +1 Attack to each hit. Deals bonus damage to low-HP targets.

Entropy Burst

Min rarity: LegendaryRisk: high

Chaos upper bound — legendary swing.

Battle effect: No direct damage bonus. Random bonus effects with capped outcomes.

Riot Rhythm

Min rarity: CommonRisk: low

Scrappy weaken lane.

Battle effect: Adds +1 Attack to each hit. Weakens the target so the next hit into them deals 3 less damage.

Second Wind

Min rarity: RareRisk: low

Healing rare — tempo-negative.

Battle effect: Each hit has 2 less Attack. Heals about 10% max HP after attacking.

Roulette Chip

Min rarity: CommonRisk: high

Risk floor — still hurts you sometimes.

Battle effect: No direct damage bonus. Random bonus effects with capped outcomes. Deals 1 damage to yourself after attacking.

Ember Dot

Min rarity: CommonRisk: low

Weak burn rider for low-budget second-slot value.

Battle effect: No direct damage bonus. Applies damage over time for the next few cycles.

Micro Guard

Min rarity: CommonRisk: low

Small self-shield for compact defensive pairings.

Battle effect: No direct damage bonus. Gain 2 Shield. Shield absorbs incoming damage before HP.

First Aid

Min rarity: CommonRisk: low

A tiny recover option for sustain pair diversity.

Battle effect: Each hit has 1 less Attack. Heals about 4% max HP after attacking.

Nudge Weaken

Min rarity: CommonRisk: low

Minor weaken utility for tempo-control pairings.

Battle effect: Adds +1 Attack to each hit. Weakens the target so the next hit into them deals 2 less damage.

Last Touch

Min rarity: CommonRisk: low

Tiny threshold finisher for dot/execute combos.

Battle effect: No direct damage bonus. Deals bonus damage to low-HP targets.

Crowd Lift

Min rarity: CommonRisk: low

Small momentum lane with strict cap for long fights.

Battle effect: No direct damage bonus. Gets stronger after KOs.

Grit Reply

Min rarity: CommonRisk: low

Minor revenge rider for retaliation + sustain pairs.

Battle effect: No direct damage bonus. Hits harder if you were hurt in the previous cycle.

Coin Spark

Min rarity: CommonRisk: medium

Low-variance chaos option for oddball second slots.

Battle effect: No direct damage bonus. Random bonus effects with capped outcomes.